A blend of Kinetic and Energy weapons will allow players to deal with both the Shields and Armor, while Whirlwind Missiles can overwhelm the Dreadnought's Point Defense and ignore Shields entirely. In my 22 hours I've only. Like most alien tech, they take quite some time to research but that is normally offset by the increases you get from scanning debris. In my 22 hours I've only. Use arc emitters and kinetic battery. Neutons in large. Plasma also has lower accuracy and I think a slightly longer cooldown per shot. Autocannon is better versus smaller ships, since it has higher accuracy, and higher tracking. Because Trade is an inefficient resource, unless you pick up bonuses that make it better, and those bonuses require you to pick specific Species Traits, Traditions, etc. Lasers: a good early-game weapon before you get to the Proton Launcher, but goes obsolete once you reach that tech level. On a corvette with 2 armor and 1 shield, a hardener effectively turns your shield into the T4 crystal plating when fighting against hangars and missiles, without giving up your shields against energy weapons. Go to Stellaris r/Stellaris • by [deleted] Kinetic - Stellaris for Small Galaxies. 6 combat rebalance update. This is what I have taken away from the information. Signature Weapons [3. Missiles are straight up only explosives/missiles, which is a single tech path but it's in engineering and is negated by PD. 6. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by…Giga cannon has only 25% penalty vs armor, while tachyon lance has 50% penalty vs shield. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Conversely, they aren’t very good against enemy armor. I feel like until this is in play/a rational system is in place AI and auto design features and finalized UI is premature. 7 Technology List – T to Z. Say I want to have a titan assigned to every fleet. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 1 giga cannon, 2 artillery, the rest some kind of laser. Try to put a priority on researching the building upgrades for your energy producing buildings. A lot of armor, go energy. I've read that missiles are the 'OP' way to go from the start vs. Incorporating secondary weapons such as lasers or autocannons can. Each pair was moved to Star System with no populated planets, spaceports, mining\science\battle\energy stations (because after "attackallfleet" command they will participate in battle - we don`t need this). Particle lances on the other hand can synergize very well with kinetic weapons. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. The only time I took on a xenophobe awakened (before utopia) was with a combined fleet including: my fleet, the federation fleet,my allies and my vassals which amounted to roughly 620k against their 780k fleet. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. Shields provides an anti-energy layer of protection, based on the type of Shield component added, and tech bonuses. Stellaris Mods Used: Extra Ship Components 3. Stellaris Ship Design Guide 2023 [3. Energy and Kinetic point defense systems, and they both cost the same in terms of power and alloys, and have the same cooldown, accuracy and range. I've read that missiles are the 'OP' way to go from the start vs. Both energy and kinetic point defence target all the same targets (torpedos, strikecraft and missiles). plasma meanwhile has 5% of the effectiveness of. Adding onto this, I'm guaranteed to be able to get dark matter deflectors but not guaranteed to get Dragonscale. The first choice you make in the for weapons in the game are the ones your starting with, And this decision should determine your play style to a higher degree then any other factor. And if they get Flak Cruiser support, Destroyers are kinda obsolete in your fleet. Unlocks Teldar Plant, Teldar Ammunition Factory, Teldar Crystals. AI because they never spec Point Defense. The Contingency use energy weapons that are ineffective against shields. Energy shields could be useful against kinetic projectiles, we just don't know to what extent. Graey • 7 yr. So there has been a lot of discussion lately about weapon balance, and even a comment about how the next patch, Heinlein, will have the developers take a closer look at weapon balance and try to work things our accordingly. I currently struggle to balance damage types, fleet speed and fleet ranges. Titans. However, it looks like that at some point between then and now weapons were changed considerably. Since the ship tipe have been change i always had this idea in my mind, that the kinetic weapons should have a malus damage on armor like energy weapons have it on shield. Kinetic weapons are good because they keep shooting down regenerating shields so that the energy weapons can keep destroying the armor it is good against so both can ultimately attack the hull they are decent against, so for kinetics to be good you need weapons that have a bonus against armor and or hull to use the shields getting shot down. yea i mean the fallen empires rely heavily on them. Because i tink that the kinetic wepons right now give an advantage in combat. 3. 5. Another key point to note: Energy torpedoes CANNOT be shot down by PD. Without it, the whole thing would come falling down. Titans are commonly artillery ships, so they have an energy+kinetic combo that works well with artillery battleships, but artillery ships suffer from minimal range and get rekt by torpedos. Early game always shields since you don't have bigger ships like cruisers yet which profit more from armor. However Tiyanki are, at least in my games, not extremely common. Advanced kinetic weapons require Volatile Motes to build. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Kinetic energy of an object is relative to other moving and stationary objects in its immediate environment. (see img) - 460mm Shock Cannon - Default Energy cannon of the yamato. This is something I've been observing more and more as I play. But how about the. Kinetic weapons have a decent range (longer than lasers) and are fairly effective against shields, they shine with their high fire rate, and +33% shield damage (the base level at least) but are combated well by their weakness to physical armorProton/Neutron Launchers are more or less just an upgrade on Plasma, and once you get them you phase out plasma in favor of these superior weapons. Even against level 1 and two starports mass drivers are slightly better, but it is a much narrower gap. Then design two types defence platforms. 412K subscribers in the Stellaris community. . In general energy and kinetic weaponry is the backbone of your loadout: The majority of your weapon slots will be these, and the big choices here are about balancing their ratio. 401K subscribers in the Stellaris community. (This doesn't matter as much as it used to - about -4% hits against 30% evasion, now - so enjoy the extra damage and extra shield damage if. The first option is to use a Science Ship to study the Devourer's corpse, which will give players the chance to either harvest it for 10,000 Energy Credits, 2,000 Minerals, and 80 of Stellaris. There are currently a few different research projects going on right now which are aimed at creating a barrier of dense energy between an armoured vehicle and a projectile. The mega cannon is good against everything, since weapon systems can target individually that means most of the damage bonuses are wasted and that there are no obvious weapons to synergize with. If you want more Stellaris guides, you can also Check: Console Commands & Cheats. It might not kill them outright, but it will take a lot of their shields/armour, and may even damage them - making them less combat effective. Missiles start with 0 Evasion and end with 40. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. Gigacannon outclasses kinetic artillery in DPS and range unless you're going up against. In general energy and kinetic weaponry is the backbone of your loadout: The majority of your weapon slots will be these, and the big choices here are about balancing their ratio. AHostOfIssues • 4 yr. Add a pinch of Titan to taste. Scourge Swarm Strikers: on paper these look very powerful until you see their movement speed. 29. Threw a titan in because why not. But how about the. Two autocannons and one plasma. IMHO the much better way is to stick with explosive + strike craft. Autocannons are still solid good on Corvs to fight other Corvs. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. But the Flak Battery has 50% tracking vs Sentinel's 10% tracking,. 9] With this mod there are seven basic types of strike craft (and three level of advancement per type), corresponding to the five types of basic kinetic and energy weapons and the two types of point-defense. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Makes them able to get through both armour and shields. 24 , 24. So, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. ) - 155mm Shock Cannon -. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Darsol • 7 yr. Costs 600 Engineering, Requires Nanocomposite. View this video if you want to learn which weapons are best to use in the. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. But trade has more options to expand in the late. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. I use corvettes until battleships are available and by that point I either use Giga cannon with neutron launchers or tachyon. 0 (Actual), Amazing Space Battles, UI Overhaul Dynamic, UI Overhaul Dynamic + Tiny Outliner V2, Tiny Outliner V2 (note need last two for Tiny Outliner to function). Shields- 1. 13. A fleet full of Battleships, equipped with Giga Cannons and loaded to the gills with Kinetic Artillery, with as many high-tier shields as you can put on them, with Artillery computers and - if you. AI because they never spec Point Defense. Then mixing them up with kinetics, missiles/torpedoes, etc, Plasma if you forced me to choose between these two. 1 torp, 1 disruptor corvette. Kinetic Weapons. So yeah maybe I'll be skipping on the lightning weapons. Just a reminder that Planetary Automation builds planets based off of. ) are good against armor but bad against shields. AI because they never spec Point Defense. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. I've read that missiles are the 'OP' way to go from the start vs. In my 22 hours I've only. Welp, those will be some very powerful, and expensive, defense platforms for that stage of the game. But fielding energy, kinetic and explosive weapons mean double research for repeatables in engineering. However, it looks like that at some point between then and now weapons were changed considerably. Click to expand. Another viable reason for dropping Destroyers is going for Star Fortress in order to unlock Voidborne. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. However, it looks like that at some point between then and now weapons were changed considerably. Myself i generally just make my fleets balanced, with kinetic and energy weapons, favoring kinetic for large guns, energy for xl size and balanced medium and small, but for min maxing you could check the loadout of your upcoming enemy and building to counter them if they favor shields or armor. Also, get lots of shields since the Contingency's weapons suck vs shields. So the drop-off for energy weapons is around 33 percent less base damage to players in Super mode. It is easier for weapons to ignore, but also easier to bulk up. AI because they never spec Point Defense. E. Our Result. If you're fighting other empires, I go with a mix of artillery battleships (pick your poison, energy or kinetic) and carrier battleships (because high evasion corvettes suck). My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. In the original release version of the game I reliably went with energy weapons and was happy with the results. [deleted] • 5 yr. Having fleet will stop them from declaring war at all. Particle lances on the other hand can synergize very well with kinetic weapons. So first why not change the hole slot system to be more like…Small tweaks to range/dps/energy to dps ratios for flavor. While velocity can have a positive or negative value, velocity squared is always positive. There is a way to use them effectively still, but it's a little complicated and requires mixing energy torpedo cruisers with kinetic. Autocannon vs Railgun is more up for debate for S and M. It doesn't make sense to me. Penetration is an important part of the metagame, especially around the T2 tech level, but it's an RPS balancing act like kinetic vs energy and PD vs missiles. 2k. Personally I get Missile Cruisers with Torpedo Corvettes and a line of anti-missile PP and Flak Destroyers from early-mid game. Kinetic Weapons. The question is what I want to do in my next game. you can dump your excess trade into CG/Unity, whereas generators don't rely on your trade protection. For the record, in stellaris 2. Shields are good against Energy weapons. Edit: apparently not I don't think it's a great advantage, but I guess if you want to sacrifice a bit of destructive power for more defensibility, it's goodI haven't played in almost a year. So stack shields and dont neglect strike craft (best) and flak (not. that is a 325% difference in base DPS before adjusting for modifiers. An empire can build Resource Silos buildings on colonies and Resource Silo buildings on starbases to expand their storage capacity. overall, the energy torpedoes are the better weapon in my opinion. In the 3. . My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. The main attribute is fleet DPS vs station shield regen rate. Hull- 9. one plasma and one mass driver) and broadside (one kinetic and one energy weapon). Oct 15, 2017 @ 2:14am AC vs MD nothing changed, really: ACs are better early game, when ships are small, shields are not as. Kinetic pair and Energy pair (G vs A; P vs L). Armor,shields and kinetic/energy weapons balanced towards the enemy fleet composition. Therefore, the only time they become as useful as any other weapon system in the game is when your fleet jumps right into a middle of a enemy fleet which result in a close quarter battle. However, it looks like that at some point between then and now weapons were changed considerably. So first why not change the hole slot system to be more like…Stellaris. The first choice you make in the for weapons in the game are the ones your starting with, And this decision should determine your play style to a higher degree then any other factor. Late-game, weapons that ignore shields and armor are great, but early on they aren't as important. Trading Hubs + Offworld trading (which can only be on on inhabited worlds) Optimize your buildings for Energy. Phifty56 • 6 yr. In. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Small and medium Laser and Kinetic weapons will considerably out-range the Torpedoes, and will likely hit your Frigates. Money (or in the case of Stellaris, Energy) is the blood flowing through the veins of your galactic empire. Energy Weapons (Lasers, Neutron Launchers etc. This energy can be released in a car engine when the gasoline combusts, producing high-temperature gases that move the engine’s pistons and, ultimately, propel the car forward (kinetic energy) 1 . Stellaris Cheats is a searchable list of all Stellaris console commands. I've read that missiles are the 'OP' way to go from the start vs. AI because they never spec Point Defense. Since the ship tipe have been change i always had this idea in my mind, that the kinetic weapons should have a malus damage on armor like energy weapons have it on shield. Best. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. You want to be adjusting your Kinetic vs Energy weapon setup for your opponents setup wherever possible. Yours will have a 60-75% chance to hit, depending on tracking and accuracy and ect. Even against level 1 and two starports mass drivers are slightly better, but it is a much narrower gap. One with a snare aura, level 1 guns and armor (cheap, expendable). What the arc emitters don't destroy in the first volley the strike. Energy weapons offer a marginal improvement over kinetic weapons, a boost of only 10-15 percent. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. First thing to mention IMO is that the breakeven point for conventional vs bypass, if you assume even energy/kinetic repeatables (though not actually the case in practice as we both know since engineering always lags behind), is actually (mostly) about the target’s defensive repeatables, not your own weapons repeatables. Stellaris: Every Weapon Ranked - In this video I review every weapon and rank them in the new 3. they must be pretty good. Armor provides an anti-kinetic layer of protection, based on the type of Armor component added, and tech bonuses. In the original release version of the game I reliably went with energy weapons and was happy with the results. Quick reference: Defenses are good against what they are: physical defense vs physical weapons, energy defense vs energy weapons. These are not as effective as Kinetic at base power, but they do synergize well and allow you to focus on Energy Damage repeatable techs, giving your whole fleet increased performance all at the same time. However, it looks like that at some point between then and now weapons were changed considerably. Subscribe to download. Lasers: a good early-game weapon before you get to the Proton Launcher, but goes obsolete once you reach that tech level. This page was last edited on 14 October 2017, at 10:53. Otherwise treat the missile slot as 2 kinetics, since it bypasses shields, and use 2 armor slots. As it stands now, kinetic vs energy is a joke. Difference is 8 trade value, which would be equivalent to 4 energy, 2 consumer goods if using CG policy. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. . Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. PD starts with 10 Tracking and ends with 30. The main attribute is fleet DPS vs station shield regen rate. Zorlond Sep 20, 2020 @ 2:28pm. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. strike craft? The late-game counter triangle is Artillery Battleship > Carrier Battleship > Torpedo Corvette > Artillery Battleship, so at a simplistic level it's rocks-paper-scissors between those weapon types. The focused arc emitter does 11. It also has higher DPS before shields and armor come into play, and those affect smaller ships less than big ships. Energy is good at baseline, and gets better automatically through tech progress. In essence, lasers are a more balanced weapon capable of taking on multiple roles, whereas plasma is more specialized at one role, being anti armor/hull. I separated them in pairs. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Engineering has many strategic resources. Unlike their weapons, FEs always use an even mix of T5 armor and T6 shields, so you should use an even mix of kinetic and energy weapons (perhaps with a slight bias towards kinetics). Flak on the other hand starts at 50 Tracking and ends at 70. Their destroyers have an ungodly amount of PD, but their battleships don't have any at all, meaning that missiles and strike craft are usually a bad idea. I use 1 titan (each titan has a different aura) and the rest battleships. We could pretend that they use some kind of crazy magnetic-containment sabot, driven by steam produced by the reactor. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull. T1 autocannons are scaled in combat power to be roughly equivalent to T3 drivers, T2 to T4, and T3 to T5, but the autocannons win out every time with corvettes. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Their destroyers have an ungodly amount of PD, but their battleships don't have any at all, meaning that missiles and strike craft are usually a bad idea. Agreed although the highest tier ones are rather meaty but still weaker than their energy counterparts. But how about the. Still need a minimum amount of Energy regardless, for the Hull damage. Physics research area comprises the fields: Computing, Field Manipulation and Particles. This article is mainly aimed at newcomers, or at least past players returning after a long break, but hopefully even veteran players will be able to. Signature Weapons [3. In the original release version of the game I reliably went with energy weapons and was happy with the results. In the original release version of the game I reliably went with energy weapons and was happy with the results. The focused arc has 100% armor pen and 100% shield pen. Then w1 does 3. Penetration is an important part of the metagame, especially around the T2 tech level, but it's an RPS balancing act like kinetic vs energy and PD vs. This is manily because there are fewer Physics research stations to build. 1 (played yesterday) funnily enough i had much better results with full on kinetic than arc emitters and empty, arc amitters and lightning and arc emitters and pd+hangar, despite heavily researching energy weapon repeatables and no kinetic ones, than with focused arc emitters. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. This isn't the first time it this has happened. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. I personally, have always liked shields. They make up for it by totally bypassing shields on top of their extremely high DPS and decent armour penetration. Kinetic pair and Energy pair (G vs A; P vs L). Ships: Shields vs Armor. Each pair was moved to Star System with no populated planets, spaceports, miningscienceattleenergy stations (because after "attackallfleet" command they will participate in battle - we don`t need this). . But they fall a bit flat against their armors. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. If the enemy uses missiles, just smack PD on your ships to counter. have rather significant amounts of PD, making missile based weaponry significantly less effective. If the enemy has a lot of shields, go for kinetic. For example the ancient laster (Cavitation Collapser), resembles normal lasers. Laser is fine as starting weapon, but it makes it a little harder to get the good kinetic stuff fast. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Shields stop energy weapons, armor stops projectiles, point defense stops missiles. 27. The only exception is when you’re countering something specific. But how about the. Flak on the other hand starts at 50 Tracking and ends at 70. Shields are good against Energy weapons. 9 Meta Update] We are all aware that Stellaris ship design has had a massive rebalance, and with that the combat system and the overall pace of the game. ago. IIRC from the dev diary, it's more of each weapon has a direct armor/defensive counter. AI because they never spec Point Defense. I've been playing around with trade value and ecumenopolis a bit and I realize that producing energy via trade is much more convenient than doing it throught normal means: a generator district produces 8 base energy and employs 2 pops, while a basic commercial zone produces 10 trade value, 10 amenities and employs 5 people. In Stellaris, one can benefit from this for quicker achievement of the following:. So the drop-off for energy weapons is around 33 percent less base damage to players in Super mode. You mix in picket corvette or 2 depending on your OCD levels for jump speed bonus and couple Carrier Battleships with strike craft to screen enemy corvettes boom done. I've read that missiles are the 'OP' way to go from the start vs. AI because they never spec Point Defense. Here are our Stellaris tips to help you out. It’ll also make your Kinetic and Explosive weapons more powerful, which is paramount for protecting your trade routes and territory from pirates or enemy empires. BusterHighmann. Example: my mid game through end game fleets have at least: (2) attacker ships with close range kinetic (1) hunter work close kinetic. Small stormfire autocannon- 19. AI because they never spec Point Defense. Ceramo Metal Materials. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. 99. It usually isn't ignored by weapons. Graey • 7 yr. 5 dps against shields and then 2 dps against armor. Kinetic Weapons. Stellaris. 00. My knowledge about it only goes about laser, it is very effective against armor and to guard. The kinetic energy formula defines the relationship between the mass of an object and its velocity. Neutron Battleship Analysis: Win percentage = 100%. Carrier battleship. The enigmatic decoders are really good on this ship as well. Makes them able to get through both armour and shields. Unlocks Teldar Plant, Teldar Ammunition Factory, Teldar Crystals. Looking for a complete list of working cheats for Stellaris game? Our site contains all the existing codes and various tricks. They’ll have an average 75% chance to hit, minus (evasion - tracking), to a minimum of 0, so tracking can’t grant extra accuracy. Welcome to Stellaris! You can find all the load outs of fallen empire ships. I like to use Kinetic for the initial long range engagement. Ditch the Tachyon lance unless you're going up against Prethoryn. Directly opposite :) Energy weapon are main and kinetic only situational early-game + anti-shield role (kinetic artillery & Flaks). When the enemy has many ships bigger the crusiers make X slot battleships with the X slot being either energy or kinetic, and all L slots being the oopspote damage type. As for kinetic, you choose between slow and long, short and fast, or the lance's downsy cousin the kinetic. In Stellaris, Kinetic weapons are made to take out enemy shields. Ship Features: Weapons. . even on the autocannon's worst target it has 40% the effectiveness of plasma. I like shields in sci-fi, because I dunno, they seem cool and they - to me - logically make sense as your primary form of defense, because you don't really want gaping holes blown in your spaceship on a regular basis. And at least it sounds plausible. Depending on playstyle and skill, anywhere from 3 to 6 of the society techs could be considered nearly useless. The first option is to use a Science Ship to study the Devourer's corpse, which will give players the chance to either harvest it for 10,000 Energy Credits, 2,000 Minerals, and 80 of Stellaris. In Stellaris, range actually matters very little and everything becomes a brawl where dps, tracking and. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. And if they have, armor is better than hull against kinetic batteries. PD starts with 10 Tracking and ends with 30. AI because they never spec Point Defense. The tachyon lance does 15. In my 22 hours I've only. In my 22 hours I've only. Gun batteries will mix energy and kinetic (physics/engineering). Place the shield debuff defence platform right next to your spaceports, and then place the snare one right outside the red bubble. I have not had good results with explosive weapons so far. In my 22 hours I've only. Energy had your basic lasers, apocalyptic tachyons, and a plethora of variants in between for anti shield duty, anti armor duty, weird electric clouds and anything else you can think of. In my 22 hours I've only. It is easier for weapons to ignore, but also easier to bulk up. . Reply reply Firedashredragon • Strike craft is game of speed, the closer they are the better they hurt, but the ratio between the range and the survivability of the carrier and very important the enemy range. Shields- 1. And if they have, armor is better than hull against kinetic batteries. As the title says. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. The kinetic energy KE equation is as follows: KE = 0. Orbital Energy Conversion: tech_mining_terminal: Mining Guilds: tech_zero_gravity_assembly_sequence:. AI because they never spec Point Defense. • 1 yr. What are the broad pros/cons between using a regular weapon (energy/kinetic) vs. There's a Policy that will let you decide what Trade Value turns into each month. this version is for reworked tactical system. Autobest will often spam things like disrupters which suck, and you won't be focusing your tech on just two or three damages, which will help you tech up faster. 6. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war.